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theJesuit

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Everything posted by theJesuit

  1. Seems unusual. Everyone should be using food. I'll have a look overnight and get back to you. Just checking you have kerbalism core installed and the latest harmony?
  2. Looking to update this weekend. A good number of tweaks... including mining and getting rid of any z fighting on the consumable containers. Also, support for Stockalike Mining Extenstion which will mean that stock drills will only extract Saturate and Hyrdate Ore as the larger mods will have Tweaks to the fuel cells will mean MP+Air comes first at basic science with LFO being an upgrade later. This is mainly in line with the TechTrees. CryoFuels in SimplexResources will be supported too. The Chemical Plant will now process to get Organic Slurry. Simplex Resources and the two TechTrees will get an update too
  3. OSE Workshop Restocking would be great as you are filling stock inventories with parts but the name is already taken. Rebuilt maybe, reconstructed?
  4. 85. Too many I suggest. Go for bridge crew with a couple of observers, shuttlecraft tourists to sit on the bridge. captain (pilot) Helm (pilot) Comms (sci) Science (sci) Engineering (eng) Logistics (eng) Two observers (red shirt tourists) That's a compliment of 8 which is kinda 1/10 'RL' which is great for a stock sized replica! How many does the shuttlecraft hold? I'm away from home currently so can't just download and check Can you make the engines only run with a minimum compliment, say 3 engineering, helm and one other?
  5. Awesome. @MODULE[OreToParts] { @resources = Ore|0.5,Hydrogen|1 } Looks straightfoward enough. This way you can fiddle with efficiency type things. I'll have a good play over the next couple of days. Peace.
  6. Shuttle craft yes... but make the panelling all LCARS TNG style, not Enterprise... save yourself the real hassel of props... IMHO all kerbal crew should have stations but I'd not worry. An IVA for the shuttle bay to watch incoming craft and the bridge is enough. Hpw many kerbals does it hold?
  7. You can specify your own hotkeys i meant.
  8. The great functionality that I use is the snap yes, but also being able to assign keys to functions, such as circularise - I assign as * on the keypad, and finally the keypad to fine tune. Peace.
  9. You can use CRP and Rational Resources and Spacedust i think. Should be fine unless they want Ore. I don't think it removes LH2 completely, but if you want LH2 then the cryotanks won't store it. Looking at spacedust, at some point I'll work it in to Simplex Resources but not yet. Also Kerbalism Simplex doesnt have the CryoFuel integration yet. Next update.
  10. If your computer can handle it, JNSQ. Make sure you have enough RAM through. I personally recommend Kerbalism, but it changes Science somewhat and makes a much more complex playthrough. Both together is a massive challenge!
  11. Solved @killbotvii and @Daelkyr It was an issue with putting a profile in for JNSQ. An update coming very soon. With the JNSQ being renamed out as an optional manual profile. Give me 20 minutes to check as I've noticed strange placement of the consumable containers with the simplex techtree.
  12. Yup, when i added the upgrade then to the Simplex tree I redid the naming system and made it more user friendly... or more friendly to me. I haven't got round to sorting out Tetrix in the same way, which I'd like to for Simplex Propulsion too. But i need to fix KSPIE which has upgrade issues. Probably another month away.
  13. That's awesome! I have limited data rge next week and a half so can't download to look further to really check it out. Would you be happy for me to incorporate it? I have an upgrade node system that ise for tge pwrt upgrades but it needs redoing for TETRIX. Thanks for sharing your hard work! Peace
  14. Okay. Strange. Did you install from ckan as well? And did you also install Harmony 2? https://github.com/KSPModdingLibs/HarmonyKSP
  15. Updated this now. CryoEngines now better supported in TETRIX . Updated for ksp 1.12.1
  16. KISS is great. Adding the functionality as a Module means other might create parts or add to other parts throught MM patching. SimplexResources gets rid of Ore and replaces it with NaturalOre (aka MetalOre) and RareOre (more precious metal ore). So with that mod this one would work if it is only Ore->Parts. In saying that, I applaud the simplesty you have gone with and wonder why I didn't make my EPL patch go from Ore to rockets. Maybe I'll change my mind and do that, I'llneed to think about it. Full credit to you! What I'm suggesting is having a settings somewhere to specifiy which resources could be used. If someone decided they wanted say RocketParts (from CRP) or a combination of NaturalOre 90% and RareOre 10% they could. Peace.
  17. I love that you have made this simple... no extra parts or anything. I'd personally have put the converter in the MPL (lab), or, the largest probe core, or, even as part of a cargo container but it looks like this would be a patch away. I would love to support this with some additional complexity with Simplex Resources. Would you allow for the specifying resource types for cost, even two resources for a craftpart?
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